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Cylindrical fog
- having the world position is very nice - mojang manages to do multiple matrix multiplications
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1 changed files with 1 additions and 5 deletions
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@ -30,9 +30,7 @@ void FLWFinalizeWorldPos(inout vec4 worldPos) {
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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BoxCoord = (worldPos.xyz - uLightBoxMin) / uLightBoxSize;
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#if defined(USE_FOG)
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FragDistance = max(length(worldPos.xz), abs(worldPos.y)); // cylindrical fog
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FragDistance = length(worldPos.xyz);
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#endif
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gl_Position = uViewProjection * worldPos;
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gl_Position = uViewProjection * worldPos;
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}
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}
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@ -57,13 +55,11 @@ vec4 FLWBlockTexture(vec2 texCoords) {
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}
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}
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void FLWFinalizeColor(vec4 color) {
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void FLWFinalizeColor(vec4 color) {
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#if defined(USE_FOG)
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float a = color.a;
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float a = color.a;
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float fog = clamp(FLWFogFactor(), 0., 1.);
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float fog = clamp(FLWFogFactor(), 0., 1.);
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color = mix(uFogColor, color, fog);
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color = mix(uFogColor, color, fog);
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color.a = a;
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color.a = a;
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#endif
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#if defined(ALPHA_DISCARD)
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#if defined(ALPHA_DISCARD)
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if (color.a < ALPHA_DISCARD) {
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if (color.a < ALPHA_DISCARD) {
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